![]() I tried replacing the Bob track builder Ruapuna Track. I tried the gdb and that really didnt work. I tried checking the file path and its correct. To fix venue/track name that appears in game you need to edit the gdb file. Thanks for every help in advance, i'm probably not alone with this. Check file path in the scn file, if the file path in there doesnt match the track folder the track wont show up in game. Oh and is there a way to record some GPS data (elevation and drivingline) so it could be imported to the trackmaking program for reference? I'm mostly interested of making real or fictional roads rather than seperate tracks. And basically a guide that would teach me how to do a basic, fully working track so i could start to learn this thing. What i'm looking for is some pretty easy to get in and flexible program that could do pretty much everything. ![]() So what are you using for making tracks on rFactor2? Bob's track builder? I gave it a spin years ago too but didn't have any ideas back then so that went a bit bust and i don't remeber anything about it anymore. So that's really no experience for me then, i haven't fiddled around modifying anything for 6-7 years. And Trally was based with pretty much same kind of track making like Generally. I made some tracks for Trally, but that game project just went under many many years ago. Hello, I would like to know which is the best program to create Tracks for AC. A specialised version of Bobs Track Builder was designed to utilise that high density. ![]() New technology allows the capture of millions of points of data in order to capture the road and surrounding areas in amazing detail. I somewhat tryed to make a track for a game called Racer but that was a bit too much for me back then and i couldn't make the roads as i liked because of the software i tryed. Laser Scanned Tracks provide the most accurate representation of real life tracks that is possible using todays technology. But the point is that it would actually be my first serious trackproject ever. Use Blender for UV Mapping and mesh editing as needed.Ĥ) Use 3DSimEd to export the finished scene in rFactor2 (SCN / GMT) format.ĥ) Use the rFactor2 Scene Viewer & Material Editor to assign shaders, assign additional textures and adjust the appearance of the materials.Ħ) Package for use in rFactor2 using the free tools provided with the game, and following the instructions provided by the developers (Studio 397).As i have played lot of racing games and have lot's of hours in front of the games, i actually have few track ideas i'd like to make true. Once exported you will not be able to re-import to this program.Ģ) Use Blender to merge the multiple road meshes, and export them as a single object.ģ) Use 3DSimEd to build the scene, assign the materials' albedo textures, and export objects for use in Blender. As it is, Bob's Track Builder is a highly useful tool, even for rFactor2.ġ) Lay out the road, kerb & terrain meshes in Bob's Track Builder. If 3DSimED had a Bob's Track Builder-like import & layout tool for the road / kerbs / terrain, it would really be the definitive track authoring tool. Many features have been added at the request of user feedback to provide the ultimate in track editing experience. Also of my understanding BTB is really more useful for older games (RBR and rF1) where RTB is better for newer titles (such as Assetto). ![]() ![]() And Race Track Builder is still in development, and seems to have better tools to import terain data from real life. Yes 3DSimED is excellent for editing, but does not have the right features for layout. Bobs Track Builder is no longer in development AFAIK. ![]()
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